There are some failed ideas here, like the purple inside house thing on the bottom, or the other bad house thing on the very bottom, or the crate I can’t get to look right…
I really need to get started on gameplay…
I wasn’t going to do LD this time around, but I have some time today. I have plans outside of game dev tomorrow, so I will have much less time to complete, so I’ll just make the game that much smaller! 
I made some more progress.
Things done :
-Added background
-When you exit the screen the game randomly chooses a new arena
-Weapon select screen (You only get one!)
-Enemy spawning cages (They don’t spawn enemies yet)
-Slight graphical changes
Things needed to be done:
-Random weapon stats
-Enemies
-Enemy AI
-Some sort of thing you’re supposed to collect
-Chainsaws!
-Umm…Pancakes.
There are going to be 3 weapons : Sniper rifle, shotgun, and CHAINSAW LAUNCHER.
So yeah. :p

“COIN – You got only one” is a micro-investment simulator.
What will you do with your only coin? Buy a hotdog, hear a busker song or throw it into a sewer?
Choose well, you have only one chance.
What would others choose? Check out stats at the end of the game.
There’s not much of a gameplay, but I enjoyed drawing the characters and after a series of code-heavy Ludum Dares, this one was a treat. I made it in 10 hours (my awesome wife helped me a bit with sound effects and played the busker guitar song).
Tags: final, flash, openfl, screenshot
ludum dare pushes you to practice and that’s great 😀
i have something now which is not ugly graphics on screen ! woohoo !
I am almost ready with Compo!
Here is the first version of webpage based (html/php/javascript/css) “find all” game!
What do you think about “You only get one” ?: post an image!
And here it is the first version, try to find the one (and all fuctions) without viewing the source code

Sorry for adfly
Hey all. Signing in.
This is my second Ludum Dare, and I’m excited to see what games come out of it this time.
I’m not sure what my game will be yet, but above you can see a rough outline of an arena I’m building.
I will be using the Prototype plugin for Unity to create the environment, Photon for networking, Photoshop, Audacity and perhaps Blender for models. Happy devving, all!
* Created a blank game.
* Added Helicopter and Hero
* Created basic movement for the helicopter and hero including a single jump.
* Imported tiles and created test scene.
-Up next is getting the hero in the helicopter.
-Hero dies from high height falls.
I’m making a retro space shooter. The gimmick? You only get One Direction. That’s right, you can either move upward, or not at all. Also the crew is a boy band. You know you want to play this game. Title screen here.

Got the Main Menu on. Firing works and it goes in the right direction, and time for enemies and background.
The title is now You Only Get One Upgrade, because you only get one of each weapon in the game. Character is still just a poorly drawn one, and today is going to have a lot of texturing!
I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.
The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.
Here’s a screenshot:
Here is a playable demo: link
I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.
Happy coding everyone!
Tags: 2D, as3, box2d, flash, flashdevelop, Flixel, ld48, physics, progress, qwop, screenshot, space
Well i think i found a game idea i can suffer with so i’m putting up my basecode before i start.
I present to you all…
LASERS, ACID AND SPIKES

All we need now is sharks with laserbeams for eyes
I thought seeming that i wasn’t getting that much done i might as well put the easy stuff in now
Next on the list: Ammo Limiting (1 bullet)
-Flatgub
*sigh*
Ouch, I mustn’t sigh. I don’t want to lose oxygen.
So, in my game there are two mini-games. And I just finished the second one!
So, it’s a conversation. You interlocuter asks you a thing by placing a pin on the board. You need to pick one of answers and place them on board, so you cover the pin. Then, a pin moves to another place on your tetramino, and you get score depending on what tiles you have covered. You can see a liking scale to the right: from favourite to hated. In the screenshot, I only know 2. So, blue gives 2 points, red takes 2 points, green and yellow give or take 1 point, I don’t know exactly.
Now, it’s time to make some level design. (This game actually has levels?)
My stream: http://www.twitch.tv/Rodzos.
Journal: http://dl.dropboxusercontent.com/u/53633853/LD28.txt.
You can now shoot lasers! Well, they aren’t very useful right now, but they should be eventually.
There are also battery packs now. They’re used as an ammunition for laser rifle. You can carry only one at a time, too, which makes things a bit harder… So I might make those lasers very powerful. We’ll see about that yet, I still have to make few enemies to shoot at yet so yeah.
So, I started a little bit late because I slept for the first ~9 hours of the compo and then went to the internet for a while. Now, I’ve done everything except the actual game! (Menus, plans, some graphics and such) I forgot to post when I started, so here it is. I used this as a base for the game. Now, back to game-making!
Oh, and my game-idea is this: the player is stranded on an island and can choose one of 3 items at the start of the game (axe, lighter and a pistol). The game ends when you can make a fire so some rescue people can find you and stuff. Also, 1 hp, the sea monsters don’t like you and they can come to the surface.
I’d posted a nice big update post, but wordpress ate it! So here’s a link to the current game, at least.
Let me know if you have any sweet ideas for wizard powers, some of the magicks are still indeterminate.
It’s about time I post something o/
Started late, been lazy today so it’s not as advanced as it should have been tonight, but well..
Click the picture for a little demo ~
Last LD I managed to pull out a game after three hours of coding in a hotel room with my sister animating sprites, which she’d never done before, in between hectic travel connections. After an experience like that, I started to think that the only thing only a catastrophic life event would stop me from making SOMETHING, anything.
This time, due to unexpected but pleasant life events, I’m…off to a really bad start. I may have to throw in the towel this time.
I have really hacky gravity, really hacky collision detection, and no real graphics or sound to go with my cool idea yet.
I’ll be busy tomorrow, but we’ll see what I can manage. I’ll sleep on some back-up ideas and see if I can come up with something simpler.
So, what we’re doing is some sidescrolling shooter action. But you only have one shot! Quite original, isn’t it? </irony>
So, for your viewing pleasure, here’s a screenshot from Tiled:

I feel like I’m building this backwards this LD. Usually I do some brainstorming on the theme, pick an idea, think it most of the way through into a game design, and start working. This time I have a vague gameplay idea that I’ve been testing with code to see what’s fun. Then I’m going to need to figure out how to make a game out of it. I suppose this isn’t a bad thing, but it isn’t my usual work style.
Anyway, obligatory screenshot of WIP:
The day 1 is almost finished for me and it is time to show something. Here’s a screenshot of what I have so far:
My game will be a match-three puzzle with blackjack and other stuff. You’re playing an alchemist who should mix potions by matching three or more ingredients of the same color in a definite sequence (ie red-green-red-blue). If you match ingredients of incorrect color – they’re simply ignored and doesn’t help reaching the main goal.
The trick is: you have only one minute to mix potion. If you fail – you have to start the level once again. If you succeed – you get additional time and next potion to mix. The difficulty is supposed to grow with every mixed potion.
As usual, my first day is not very productive and this time I wasted few additional hour trying to figure out something not as commonplace as “only one minute”, but in the end I gave up and decided to make something that I’d love to play by myself. Match-three is a very simple mechanic and I’d love to include it to my main project after the Ludum Dare.
Ok, the progress report.
Done:
Next:
I’m going to get back to the game tomorrow morning and continue working on it till the end of the Compo time frame.
You can try the current version of my game here.
Looks like i probably won’t have anything much more than a few point and click rooms this time, i decided to focus more on practicing Illustrator this time! The code is done it’s just a matter of getting many, many screens done now!
Been’ working on our game since 3am, now it’s 5:45pm and it seems like we are moving very efficiently. What is done:
Physics: Physics is completely done, collision detection is working
Graphics / Lighting: Every graphics stuff is done, Sprite loading, animating, SpriteSheeting stuff like that yea
Map Loading: Map loading is completely done, using XML files we are capable of making maps very easy, we can modify GUI in every map, put enemies down, Sprites, animations stuff like that
What isn’t done:
Entity loading: We’re planning on making this little game as moddable / configurable as possible, so every enemy, ally, weapon and entities like that will be loaded from files, but this isn’t even started yet.
Story: Story is being written, I can say more when it will be done.
Maps: No maps are done(except for the first one).
Weapons: Will do it ASAP.
TEXTURES ARE WIP!!
So the game is coming alone well technically, so much so that I might take some time now to just work on storyline. However the formatting is actually so plain that it looks ugly. Which is impressive, seeing as it doesn’t even have graphics.
I have also drawn up a plan and map document, which will be uploaded shortly.
Right, progress to report! I am pleased.
The game is pretty much about a Space Assassin sent to end the war for the greater glory of Empire Earth. You only get to bring one piece of kit with you, though. Will it be a knife, or a stealth cloak? Or maybe you’d prefer a pack of cigarettes?
So far I have the introduction, the main planning screen, an inventory system, stats as well as imagemaps generated from dictionaries.
I am very pleased with Ren’pys screen language. It is awesome.
Right. New attempt at posting screenshots:

Title screen

You only get one

Main planning screen
I was out seeing The Hobbit late last night when the theme was announced (2am here in the UK), and was thinking about it all the way home on the nightbus. I decided to sleep a little, as it was 5am when I finally got home, and woke up at 12pm. An idea has finally formed, and it’s ridiculous and challenging and will most likely be horribly embarrassing if I get it wrong. I love it.
I’m interpreting the theme slightly differently to the way I think it was intended, which is always a neat start!
You, only, get one.
Time to get cracking. More details once I’ve done enough to decide it’s worth continuing at all!
Tom-
I’m having a good deal of fun. It’s nice to have something pushing me to try my best and make something interesting and fun to play.
I’ve been out of coding for waaaay too long and its definitely costing me. I spent a couple hours reteaching myself how things like depth and arrays work in Flixel.
I think I’ve come up with a good way to turn the theme into something fun. But I’ll have to make a short cut scene to explain it. As I’m waaay too lazy to start
programming a cut scene I started pouring straight into gameplay. I’m having a nice bit of fun playing what I have together thus far. Even managed to get a ‘Game Over!’ a few times. Something tells me that means my game is too hard. I’ll have to ease up one of the challenges a bit. But bah. More importantly I need to pour a lot more content into the game. This is my chance to shine and I’ve been wanting to make a game like this for awhile now.
Let’s do this!
Making a Lemmings-like. Got all custom art I’m going to do…likely…and the walking animation/AI working. UI and commands are up next followed by level design. I feel like I spent too much time on the art. but there’s enough time left to finish strong. 😀
So . . doing a sort of platformer game, but decided I wouldn’t need any of the available frameworks. I would easily be able to do it myself, because it’s just a platformer, right?
The problem with reinventing the wheel is:
1. you waste a lot of time
2. and you still end up with something like this:
But I’m finally making a bit of progress. Sadly it looks like I’m going not going to finish in two days (again) and so will compete in the Jam (again).
But my placeholder hero still looks kinda cute, so maybe I can keep him.
Good luck everybody.
4
This entry was posted on Saturday, December 14th, 2013 at 3:03 pm and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
We now have placeholder hud!

I’m not sure how guns are supposed to work ;~;
Next on the list: Sounds
-Flatgub
Hi there,
our RPG is getting bigger and bigger!
While my teammate is working on the Items, I was creating some lakes and mountains and also a nicer sidebar for the minimalistic inventory.
Items will have pre- and suffixes which determine their modification of the player’s attributes. These attributes are used in combat and other role-play-elements.
The pre- and suffixes are loaded from a large pool and thus give us a great variety for items that the player can find.
For this evening (it is 18:00 in germany) we are going to attend a christmas party and won’t be doing much more work today.

WIP screenshot to show some new features, namely an enemy, some items in the sidebar and our health- and stamina-bar
If anyone want to provide suggestions to my issue I would be rather happy, but either way Im going to rant about my problems.
So the game used to be a carnival shooting type thing were you shoot things with one bullet and win prizes, but then to make it more fun I made it so you shot pictures of games consoles and professed “glorious PC master race”, while you destroyed as many games consoles as you could. However.
I now have wooden, carnival themed graphics with a technological target of computing devices. It doesn’t match. Look at this screenshot:
Computer games and wood? It just doesn’t match. So I want to update the background graphics to match games consoles, but Im at a loss as to how to reflect gaming in background graphics.
What should I do?
Close to 1 day left for LD28! “You Only Get One.” You can guess for yourself what i’m making 😉 
Last night, I was really not digging the theme at all, and thinking of bowing out. But I just got a Eureka moment… at hour 15… Time to get started, I guess! Plenty of time!
Got almost all menus done and not much game mechanics left. Then I’m off to make levels!
Now this is nice. I just realised that I have 100% more playable game than in my previous LD game, which ended up not having a playable game state… Since this is my second Ludum Dare, I’m happy with the direction.

The player and an enemy. Now to add… the rest… of the game…..
Now I still think that I spent far too much time today trying to get ANYTHING drawn on the screen, only to realise that my camera was off by a bit. Whoops…
Well, at least I’ve still got this evening, night (I’m not very good at staying focused when tired, except when in the “zone”) and tomorrow to go. Next I will try to get the boneheaded enemy character to try attacking the player, and implement some damage/health mechanism to make attacking worthwhile. A long way to the boss fight and “Game Over” screen…
Oh, and we baked some delicious joulutorttus with my girlfriend. I suspect they will start disappearing mysteriously during the evening.It’s important not to code with an empty belly… Mmmm.

Now to warm up some mulled wine along with these bad boys. Well, not these. These are from Wikipedia. Ours don’t have sugar on top.
Time to continue! And oh boy are there a few games here already that I’m itching to try. I have to say, I’m not sure I entirely liked the theme initially, but now that I’m more used to it, there are some pretty nice ideas out there. Much more diverse than the dreadful “10 seconds” last time.
Got some core mechanics done (very poorly, but whatever) and started doing basic textures. Your “friend” can move around, open doors, and you can talk to him, but other than that they aren’t much help yet.
Next on my list are adding an inventory that you and your friend share and gonna pretty up the PopUp thing at the bottom. After that there’s the other characters (I hope to have 5 playable storylines that all connect with eachother), music/sfx, and the story between the characters themselves.
We are doing quite well at this time :3 Coders have gotten physics done, and they have been tested and approved. We have two of our wizards done, and currently animating them. Background is check, and particle effects look gorgeous.
I’m quite proud of my team, they are doing amazing~ 
Here is a screenshot from our awesome, coder made placeholder graphics:
It seems the more I work with Multimedia Fusion, the more frustrated I become. As soon as I overcome one issue, it seems another five pop up to take it’s place. Because of this, I’m going back to the drawing board. I’m still pushing to make something interesting, I’m just not sure what form that’s going to take at the moment.
Just wasted 5 hours of the contest by working out what have i done wrong:
a “<<4” instead of a “<<3” now, the second snapshot:
So this is my first Ludum Dare. It has been pretty fun up to this point. Figured I would give a status update on my game and thoughts behind the idea.
For me anyway the theme screamed roguelike, and so that is what I have done. The premise is simple; You are trapped there is only one way out and to open the one door you must first find the single key hidden within the map. You are not alone however the map is full of monsters that want to make sure you don’t accomplish your goals.
My tools include VC++2013 for the code, and photoshop for screenshots. No extra librarys are being used.
I decided to go with a traditional console output so the graphics are not going to win any awards.
Level generation is random along with enemy and item placement.
line of sight is currently implemented and working to player can not see past walls, decided to leave walls in unseen areas once seen however, to act as a player memory aid.
Currently the game is in a fully playable state the code is a complete train wreak, and i still look forward to some polishing and code cleanup before I submit my entry.
Here are some screenshots of the current state.
Hi, it’s my first active Ludum Dare, last time I just spend my week-end doing pixel art and no code…
Currently I work with Pygame, it gives me the most from my rusted skills.
One advice, treat yourself well : my diner was Toast de foie gras, suivi de gésiers de canard au fromage de chèvre fondu, accompagnés de leurs petits pois et copeaux de gouda !
Roughly translated : “Foie Gras on toast, followed by preserved duck gizzards with field peas and gouda’s chips”. Fancy way to stay motivated right ?
And I conclude with my first screenshot :
I’m proud of my hand cursor ahah.
I spent a lot of time on noobie problems like image loading but it’s resolved now. So the major part of the code is done, new ennemies & weapons will reuse existing code, missing functionalities like win/loss conditions are easy to implement. So I’m happy of my job today considering my lack of preparation.
What’s done :
-Ennemies apparition, path and sprite (wasp only).
-Bullet (seeds) shot with mouse.
-Bullet reloading with time.
-Bullets injure and kill ennemies (very poor collision system, I will improve it).
To do list :
-Victory and defeat.
-New weapon (ash “boomerang” seed).
-News enemies : bat and edgedog.
-Poplar “freezing spell”.
-“Smoothing” of the collision system.
-Rotation of seeds.
-Sceluding of a larde amount of ennemy waves.
-Loading screen and control explanation.
The maybe but probably not list :
-Animations
-Sounds
What I want to do is pretty clear now… I’m very admirative of people saying they have coded game physics and this kind of things today. I use construct 2. I am making a game that will probably be called YOGO SUBMARINES or something of this taste. I’m working with Construct 2 and that’s all I need. As I said, I have no talent whatsoever for graphical work so it looks terrible, so far I’m mostly setting up the gameplay mechanics.
Coming out of a really rough work week, I managed to sleep for about ten hours and I still feel horrid… but I’m gonna try to create something this weekend! Still just starting out with the idea phase, but I’ll probably work on a rogue-like using Python/Pygame. Great success for all!
Tags: almost done, finish, soon
I can’t get this to include the actual video player, but here’s what I have currently: http://www.youtube.com/watch?v=Yd40iQMk7SA
I’ve gotten both Mouse and Keyboard input done.

… Balloon!
Took me forever to come up with sth. I am happy to have a fully physics driven game mechanic working.
I am confident that I will be able to finish my game tomorrow. I will also take some time to do the music tomorrow.
I am ludum daring since 16 hours and will get some sleep now. Wish you all a productive time.
Oh and give them pets some love!
I’ve been working on the player ships’ abilities and got the tractor and repulsor beams working. The tractor beam acts like an (intentionally) clumsier version of the HL2 Gravity Gun and can hold an object at a set distance in front of the player, as seen with the asteroid in the gif. It works by constantly sending pairs of projectiles (the glowing green things, which hopefully I’ll have time to replace with something smoother looking) forwards; the left projectile moves whatever it hits to the right and towards to the player, while the right projectile moves whatever it hits to the left and towards the player. If they hit when they’ve only just been created, they push the object away instead so it stays at a safe distance. The repulsor beam works similarly, but always pushes away from the player.

I still haven’t done the cloaking device though, because I have yet to make enemies that would be affected by it. Enemies, levels, and UI are my next steps.
Tags: javascript, progress
Hey guys, I am progressing well on my game, I think I want a lot of space for levels and stuff, what is good window sizes? I was using 1280×720, but that seemed way too big, any input is a help! Thanks.

So after almost half of Ludum Dare’s time is gone I finally got something on screen. After I got the theme of this LD at 4 AM I made up bunch of generic ideas and went to sleep. When woke up in 6-7 hours I spent 2 more hours thinking on what I want to do. Finally I got something, but it may not fit too good. Honestly, I don’t care, this is how I see this theme.
I don’t like this theme too much, but it’s okay. I actually have a side project , which is a Rogue-like (Only 1 life, fit the theme) Dungeon Crawler, so I could either be a cheater and use it, or I could do something similar. I didn’t, I didn’t feel like doing same thing, I didn’t/don’t want to cheat. So I came up with platformer, with a twist for this theme.
Anyways, I hope I will have enough time to implement what I want, I wish everybody luck and fun!

Finally, Something is on screen!
Well I got some basic combat working. The frogbots jump towards you and you can rocket punch them.
This entry was posted on Saturday, December 14th, 2013 at 3:32 pm and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
You can now actually play the game.
The graphics are horrible though because the enemies flicker because there is no solid pathfinding implemented yet.
Next I am going to implement a health bar, limited running and I will balance the weapons. At the moment you can shoot with your fists. I’d like to implement some explosives.
The arena looks very boring and I need to find some more interesting blocks for decoration. Maybe some cheering people.
I am not motivated enough to implement a new running animation because for that I need to draw 24 images by hand. Those three monster images I made took enough time already and they should be around 8 images for a walking animation.
Tags: java, progress, screenshot

Phew, one day of gamedev just ended, here is a little gif of my progress:

I finished to draw the planet, and I began to make three diferent enemies. The first is a ground enemy, an “Heptapus”, who wants to kill you directly. The second is an UFO which brings 3 Heptapuses, and the third is a ship with a laser cannon, his goal is to damage the planet, rather than killing you.
So you will have to concentrate on the ground and on the air to dodge the Heptapuses and kill the spaceships before they destroy the planet.
Now I still have a lot of work for tomorrow, I hope I won’t run out of time. Good night! 😀
http://i.imgur.com/8aTRnCi.png
But I’m a bit behind schedule. I should have been here 3 or 4 hours ago.
I’m afraid the scope of my game might be too big.
WIP 21 hours
Streaming some art and construct2 development if anyone’s interested ![]()
http://www.twitch.tv/sakuyanchan

(Click to see actual size of image)
There’s some previous WIP i posted if anyone’s curious
And the 9h WIP
I’ll be back for more WIPs~
@hyungkim7
-Sakyuan
Our first screenshot post! 😀 Our game is coming out nicely, although it will be a little sparse on the visuals side. We’re making a typing game with a snarky Black Friday twist to it (hence the title “Darkest Friday”. You have to distribute toys one at a time to a raging hoard of customers who are demanding all of the coolest and trendiest things.
On the actual programming side, we have typing functionality, customers appearing, some assets loaded in for testing, and kill conditions for customers. Still have a long ways to go….
Tags: LD28
1 day, 8 hours …
Got some good progress. Gameplay seems to work so far. Next up is moving the Units to empty spots and giving the computer some AI, which will be intersting if that works out. My idea is a card fighting game based on some roguelike mechanics and also there is a little bit of memory in it.
You only have one turn to either attack, reveal a card, or move a card. When you reveal a card it will be your unit, stats are generated randomly. You can only attack cards that are next to you, either up, down, left or right. When all cards of one player are gone, you can attack the player directly. I’m pretty much inspired by Hearthstone i guess ;).

As anticipated my Ludum Dare 28 idea matured and changed a bit once I slept on it.
I may end up changing the title as the primary game mechanic now is going to be that You Only Get One minute of light.
This will be enforced by some form of torch or lantern the character can carry about and turn off/on at will.
I did not like the limits of only 1 minute of gameplay but I liked the pressure of 1 minute of something so this is a good compromise.
Nothing Much To See Yet!
The rest of the game play that I imagined is still the same but the light mechanics are not as hard wired now and I think will be more fun.
Otherwise I want this to very much be a game about light and the lack of it.
Its unclear at this point if there will be *any* in game lighting that the player does not carry with them.
In one way I think this is cool, in another it would be cruddy because I do hate games where I can not see at *all*.
That is a balance thing that will tell through later.
A first version of my game is kind of playable, but there is still a lot to do. Right now you can only walk around and jump 
You can give it a try here.
Tags: 2d platformer, pixel art, unity3d

Its almost been 12 hours since my last update. I have finally settled on a name for my game. YAY! I’m calling it Science Ship Cleomedes. The basic premise is you are the captain of the Science Ship Cleomedes and while on a science expedition you encountered an alien virus when completely disabled all the systems on your ship! With some luck and ingenuity your engineer gets life support and propulsion working. She then explains the virus has crippled the shields and weapons to the point she can only get one to work. She goes on to further explain that neither will work at full capacity. If she gets the shields working they will work for a 5 second burst, will only be able to take one hit and will need to recharge for 20 seconds. If she gets the weapons working they will only fire one shot at a time before needing to recharge for 20 seconds. You’re 50000 miles from Earth, and you can only have shields or weapons. So what will you choose?
Here is a Screenshot of my progress.
after taking this screenshot I realized my spaceship looks like a car…
When I have more I will post another update.
So, after the first few hours, I have finished the basics of the game (I’ve missed the first hours, by the way). It will be something like a Logic-Gate-Game, but there are still a few errors. Some Gates are connecting wrong, the connections are not so smooth, etc.
I think it looks quite interesting, and I hope I can make a game out of this 😀 So, good luck!